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1. More Missiles! - in Ships and Modules [original thread]
The problem of "fake area effect" is that rocket does 20dm, even if cruise missle hitting frigate will deal 10% of damage it will still better then a rocket. - 1000 times better range - same missle for all ships, same launcher, same ammunition in...
- by KR SUN - at 2004.07.10 12:43:00
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2. More Missiles! - in Ships and Modules [original thread]
The problem of "fake area effect" is that rocket does 20dm, even if cruise missle hitting frigate will deal 10% of damage it will still better then a rocket. - 1000 times better range - same missle for all ships, same launcher, same ammunition in...
- by KR SUN - at 2004.07.10 12:43:00
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3. Turret changes - borked or not - in Ships and Modules [original thread]
Your 350 rails have 1/4 of their tracking due to frig sig radius. He was moving 70m/s, moving faster then you could track, you had him way out of ur optimum, practicaly at optimum+falloff, so he was out of ur range 2. What was the question again...
- by KR SUN - at 2004.07.06 19:47:00
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4. Turret changes - borked or not - in Ships and Modules [original thread]
Your 350 rails have 1/4 of their tracking due to frig sig radius. He was moving 70m/s, moving faster then you could track, you had him way out of ur optimum, practicaly at optimum+falloff, so he was out of ur range 2. What was the question again...
- by KR SUN - at 2004.07.06 19:47:00
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5. More Missiles! - in Ships and Modules [original thread]
How about varaible speed of a missles? - Lets say a heavy missle goes N km/s if fired against a cruser. - It goes N/2 if fired against a frigate. - It goes N*2 if fired against a bs. See what I mean? "Bigger" missles will go slower (=avoidable...
- by KR SUN - at 2004.07.04 21:16:00
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6. More Missiles! - in Ships and Modules [original thread]
How about varaible speed of a missles? - Lets say a heavy missle goes N km/s if fired against a cruser. - It goes N/2 if fired against a frigate. - It goes N*2 if fired against a bs. See what I mean? "Bigger" missles will go slower (=avoidable...
- by KR SUN - at 2004.07.04 21:16:00
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7. More Missiles! - in Ships and Modules [original thread]
Quote: 1. I'm not a missile or explosion expert, any feedback that will be posted with more knowledge than I have is most welcome. In real life antiaircraft missles never actually (rarely) hit the target with "kinetic damage". Since the ...
- by KR SUN - at 2004.07.04 12:42:00
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8. More Missiles! - in Ships and Modules [original thread]
Quote: 1. I'm not a missile or explosion expert, any feedback that will be posted with more knowledge than I have is most welcome. In real life antiaircraft missles never actually (rarely) hit the target with "kinetic damage". Since the ...
- by KR SUN - at 2004.07.04 12:42:00
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9. Need some Advice. - in Ships and Modules [original thread]
Look at heavy beams (cruser size long range lasers) instead of bs-size pulses. Pros: - same optimum and falloff but twice better traking due to sig rad. - joke (for a bs) fitting - lower base cap usage - cheap even named compared to bs-sized guns...
- by KR SUN - at 2004.07.04 11:46:00
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10. Need some Advice. - in Ships and Modules [original thread]
Look at heavy beams (cruser size long range lasers) instead of bs-size pulses. Pros: - same optimum and falloff but twice better traking due to sig rad. - joke (for a bs) fitting - lower base cap usage - cheap even named compared to bs-sized guns...
- by KR SUN - at 2004.07.04 11:46:00
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11. Maller PVP setups - in Ships and Modules [original thread]
Common mistake to disragard smaller weapons. Frig guns for cruser (or cruser for bs) have: - joke fitting - way better tracking - VERY VERY VERY decent dot. - lower cap usage Moreover, if you check the stats you may find that big long range fri...
- by KR SUN - at 2004.06.28 20:24:00
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12. Lasers? - in Ships and Modules [original thread]
Look at the grid req. It goes like: minimum for low range, fast tracking (like electron blaster) maximum for long range, big guns (like big rail) In the middle you have: - one "dual" which is bad tracking short range easy to fit (like dual rai...
- by KR SUN - at 2004.06.28 20:13:00
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13. Maller PVP setups - in Ships and Modules [original thread]
Edited by: KR SUN on 28/06/2004 20:06:33 5 frig lasers, better short range, even better gartlings. 2x100MW burners (bs size) 1x20km scrambler Low with grid boosts, and cap relays. prob damage mod or warp stabs. Speed - amazing, catches any...
- by KR SUN - at 2004.06.28 20:04:00
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14. Missile Combat - in Ships and Modules [original thread]
About defenders. Defenders are nice idea, but they r the most stupid things about missles. The problem is that only missle ships can use defence against missles, since you need a launcher to fire defenders. Moreover, not only it makes all non-mis...
- by KR SUN - at 2004.06.23 22:40:00
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15. Crusader PvP Fitting needed - in Ships and Modules [original thread]
Disclamer: I have no experience with ceptors at all! But, if you want to try something, try this: 4xGartlings lasers. 10mw AB 7.5km scramler 1-2 ax. power cores 1-2 cap relays 0-1 heatsink (not sure u can fit it) Logic behind: a) You need sp...
- by KR SUN - at 2004.06.22 11:11:00
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16. Crusader PvP Fitting needed - in Ships and Modules [original thread]
Disclamer: I have no experience with ceptors at all! But, if you want to try something, try this: 4xGartlings lasers. 10mw AB 7.5km scramler 1-2 ax. power cores 1-2 cap relays 0-1 heatsink (not sure u can fit it) Logic behind: a) You need sp...
- by KR SUN - at 2004.06.22 11:11:00
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17. Raven is UBER ! Talk about balance... - in Ships and Modules [original thread]
Exactly! Defenders hit 100%. So fit apoc with 2 rocket launchers with defeners. Thier rof is 4 sec, so 1 rocket laucnher can keep up with 4 siege. You will render all raven missles useless and stil have ur guns. Hail to the defenders!
- by KR SUN - at 2004.06.17 19:12:00
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18. So a pirate.... - in Crime and Punishment [original thread]
This ppl just waste their lives camping p3e all the time. So no1 who has any knowledge of the situation never goes p3e alone. If this ppl were smart they would make a convoy runs from empire to deeper 0.0 through p3e. Lets say every 30 minutes t...
- by KR SUN - at 2004.06.07 22:56:00
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19. Changes to missiles - in Ships and Modules [original thread]
Edited by: KR SUN on 03/06/2004 21:10:31 Make torps very slow (very slow, under 500m/s). Double-triple the torps damage. Allow torps on frigs, but not cruise. Then frigs vs frigs with torps will be useless without any ulta-super-complicated ...
- by KR SUN - at 2004.06.03 21:09:00
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20. How to speed up a hauler? - in Ships and Modules [original thread]
Good bookmarks are way way way way better then all these fancy setups. The hauler should fly by marks on a good designed route, not try to break speed barier. Why? Well in secure space speed is not essential and in non-secure space all these setu...
- by KR SUN - at 2004.06.03 10:18:00
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